Sorcerer Technique
Fire Bolt, Thunderstrike, Meteor Charm, and Stardust Torrent can be cast with a short press. Short presses don't consume Energy and instead cast a weaker version of the skill.
Class database
Sorcerers wield complex spells and gestures to unleash forces far more devastating than conventional arms. Staffs are their preferred weapon. Beyond their formidable offensive power, different schools of spells boast a variety of magical abilities that can shield allies or enhance their combat effectiveness. However, Sorcerers are less adept at hand-to-hand combat and should steer clear of close engagements.
These are the class mechanics the game highlights before and during a hunt.
Fire Bolt, Thunderstrike, Meteor Charm, and Stardust Torrent can be cast with a short press. Short presses don't consume Energy and instead cast a weaker version of the skill.
As a Sorcerer, you must choose between the Stardust Magic and Elemental Magic schools, depending on your preferred playstyle.
When casting combo skills using Switch Major Spell/Switch Minor Spell+Major Spell Action/Minor Spell Action as a Sorcerer, you can release Switch Major Spell/Switch Minor Spell once chanting begins and only need to hold Major Spell Action/Minor Spell Action to continue casting.
These are the weapon families assigned to this class and the complete set of current skills that require each family.
Hold to chant, then launch a flying star toward the target direction. The star explodes upon contact, dealing Magic Damage.
If released before chanting completes, it recovers Energy and launches a weaker flying star toward the target direction, exploding upon contact and dealing reduced Magic Damage.
Hold to chant, then launch a fire bolt toward the target direction. The fire bolt explodes upon contact with a target or the ground, dealing Magic Damage and short-term burn damage.
If released before chanting completes, it recovers Energy and launches a weaker fire bolt toward the target direction, dealing reduced Magic Damage.
Fire Bolt has a relatively short maximum range.
Hold to chant, then cast Phantom Step, increasing Movement Speed and silencing footsteps. During Phantom Step, falling does not cause damage or trigger stagger.
Cast Windcraft forward, dealing Magic Damage to enemies hit and knocking them back.
Hold to chant, then summon a Thunderstorm Sigil at the target location, triggering a thunderstorm after a short delay, dealing Magic Damage and stunning enemies.
Hold to chant, then gather rocks at the target location, which explode shortly and deal Magic Damage.
Unleash a wave of frost in a cone in front of you, dealing Magic Damage to enemies hit and reducing their Movement Speed for a period of time.
Expand a star ring outward, dealing Magic Damage to enemies hit and knocking them back.
Form a Flameblade in hand to attack forward, dealing Magic Damage to enemies within range and inflicting short-term burn damage over time.
Hold to chant, then summon a Forbidden Gate at the target location, blocking all units that attempt to pass through it while it lasts.
The Forbidden Gate devours projectiles from enemies, while projectiles from allies are not blocked by the Forbidden Gate.
Forbidden Gate is a Construct.
Forbidden Gate is more durable in trio mode.
Summon 2 Crystal Icebolts to follow you for a period of time. While active, each time you are attacked by an enemy, one icebolt will automatically launch toward the assailant to deal Magic Damage. Once the follow duration ends, any remaining icebolts will automatically fire forward.
Hold to chant, then summon lightning at the target location, dealing Magic Damage.
If released before chanting completes, it recovers Energy and summons lightning with a short delay at the target location, dealing reduced Magic Damage.
Hold to chant, then cast Shadow Veil to enter Stealth for a period of time. Energy does not regenerate while in Stealth.
Hold to chant, then launch multiple meteors forward. The meteors knock up enemies on contact and deal Magic Damage.
The meteors shatter upon hitting enemies or obstacles.
Hold to chant, then throw a thunder spear toward the target direction, dealing Magic Damage to enemies hit.
Thunder Pierce has a very long maximum range. If it fails to hit any enemy, it creates an electric field at its destination, dealing continuous Magic Damage to all nearby enemies and reducing their Movement Speed for a period of time. This Slow effect can stack up to 5 times.
Hold to chant, then summon a Stardust Tempest at the target location, dealing Magic Damage to enemies and reducing their Movement Speed for a period of time.
Hold to chant, then scan all enemy players within a large area. Limited uses per match.
Hold to chant. After chanting, hold to guide a Stardust Torrent toward the target direction, dealing Magic Damage. The Stardust Torrent becomes stronger as guiding continues.
Hold to chant, then summon a gravitational vortex at the target location. After a delay, the vortex pulls all enemies within range toward its center and deals Magic Damage.
If two or more enemies are pulled to the vortex's center, they will also be Stunned.
Hold to chant and gain Arcane Armor, increasing Physical Resistance. Enemies hitting the Arcane Armor will have their Movement Speed reduced.
Enter Mist Mode where you are unaffected by anything except the Gyldenmist but have greatly reduced Movement Speed. Most actions, excluding Dodge, are prohibited while in Mist Mode.
Use Cryptic Ward to block incoming damage. Successfully executing a Perfect Block will knock back and stun the attacker.
These named weapon actions are triggered by basic attacks, dodges, resources, or other effects. They are not additional skill-slot choices.
When Elemental Magic hits an enemy, it adds 1 stack of Elemental Mark. When an enemy's Elemental Mark reaches 2 stacks, detonates all Elemental Marks on them, dealing Magic Damage.
Greatly increases Movement Speed while chanting.
Recover Energy whenever Stardust Magic hits enemies.
Branches are ordered by their in-game unlock level. Every node below belongs to the current tree; prerequisites and exclusive choices are shown by name.
Exclusive choice: Chant Guard / Masterful Technique
Requires: Chant Guard
Hold Fn to skip the chanting phase while consuming more Energy. This effect has a cooldown.
Increases Chanting Speed for Stardust spells. When chanting Stardust spells, the first attack received will not interrupt chanting (Stardust Torrent's casting phase also benefits from this effect). This effect has a cooldown.
Requires: Elemental Arcana
After triggering Elemental Arcana, gain Surge for a period of time.
While Surge is active, casting elemental spells consumes Surge. If a spell that consumes Surge hits an enemy, it immediately triggers Elemental Arcana. This effect has a cooldown.
Requires: Masterful Technique
Elemental reactions are enhanced to trigger additional effects based on the element type that detonates the Elemental Mark.
Thunder: Fires a lightning chain at the nearest enemy, bouncing multiple times and dealing Magic Damage to enemies.
Fire: Continuously deals Magic Damage to enemies for a period of time.
Ice: Inflicts Frozen on enemies for a period of time.
Fire Bolt and Thunderstrike do not apply Elemental Marks to enemies when chanting is incomplete.
Increase Movement Speed after casting an Elemental Magic.
Requires: Stardust Arcana
While Stardust Arcana is on cooldown, each skill cast reduces its remaining cooldown by a certain amount.
Flameblade deals a portion of damage as True DMG.
Fire Bolt deals partial True Damage.
Fire Bolt does not benefit from this effect when chanting is incomplete.
Reduces the base Energy cost of Deep Freeze.
Reduces the base cooldown of Crystal Icebolt and increases its maximum duration.
Increases the damage area of Meteor Charm.
Meteor Charm does not benefit from this effect when chanting is incomplete.
Star Shock knocks back enemies and reduces their Movement Speed.
During Rockblast preparation, reduces the Movement Speed of all enemies within range.
Meteor Impact can now knock up enemy players in Super Armor state, but its base cooldown is increased.
Reduces the Movement Speed of enemies hit by Thunderstrike. This effect can stack up to 2 times.
Each enemy hit by Thunderstorm Sigil reduces its remaining cooldown.
Hitting an enemy with Thunder Pierce reduces the skill’s remaining cooldown time.
Forbidden Gate no longer blocks allied units. Allied units passing through Forbidden Gate gain increased Movement Speed for a period of time.
Increase Movement Speed while Shadow Veil is active.
Increases the maximum uses of Eye of Insight.
Increases the knockback distance of Cryptic Cyclone.
Reduces the dodge distance of enemies hit by Stardust Tempest.
Stardust Torrent can be guided into a stronger stage.
Increases the Chanting Speed of Gravitational Vortex.
When Energy is low, increases Energy Recovery Speed.
Increases Movement Speed while chanting.
Dodging does not interrupt chanting. This effect has a cooldown.
Jumping does not interrupt chanting.
Increases the Chanting Speed for Phantom Step while increasing its cooldown.
Reduces the base cooldown of Cryptic Ward.
Increases the duration of Arcane Armor.
Restore Energy while Mistwalk is active.
These branches are available to every class and are kept separate from the class-specific constellation.
Woodling merchants will offer you a discount during matches.
Greatly increases damage dealt to Returner Woodlings.
Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.
Increases Gyldenblod gained.
Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.
Allows you to sense the corpses of other Gyldhunters.
Increases resistance to the Gyldenmist, slowing the rate of Gyldening.
These are the repeated baseline attributes and resources before equipment and talents. They are not a level-growth table and do not include final combat modifiers.
The game marks these affixes as recommendations for this class. Their order is preserved; final value still depends on the equipment, affix level, and build around them.